The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.

Report RSS Dev Diary 2

New sprites, more performance enhancement, and more.

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Hello everyone, long time no see. Brutal Doom v22 is still coming, and here is a new dev diary showcasing the performance achievements, side by side comparisons with v21, and a bit of teasing of new features.

Hey Chaingun! To hell with respect! Now 50% more Vanilla

Vanillafication
I have decided to revert the design of many things in Brutal Doom to be more like what they used to be in Vanilla. One of these things you can already notice in the dev diary is the Chaingun, which now looks and plays a lot more like the Vanilla version. This also gives the opportunity for the Machinegun to be rebalanced to have a faster rate of fire and higher spread.
Chaingun Zombies also have their old design restored.
Removing the Archville's horns and returning the Cacodemon's crimson tone to its original bright tomato form are also planned.

DEVASTATORS

The Weapons System
You may have found problems playing some custom maps which you are expected to have a rocket launcher or a plasma gun near the beginning, and it gets replaced by a Railgun or Grenade Launcher, and it makes playing the level basically impossible.
The old weapon randomization really was terrible and broke the gameplay flow with several custom maps. Now the new system spawns new weapons and items differently. Instead of replacing and randomizing existing weapons, they are randomly spawned near special items such as the Backpack.


All new weapons such as the Grenade Launcher, Railgun, BFG10k, Autoshotgun, Machinegun, Submachinegun, Flamethrower, Nuke Launcher, and Unmaker will now use this system.
Some planned new content includes: Doom 3 Sentry Bot, Soul Cube, Freezethrower, Devastators, the Karasawa (a weapon from the ages old Brutal Arsenal addon).
All the custom weapons can be disabled with a menu option.

Watch the full Dev Diary in Youtube

Post comment Comments
hexenstar
hexenstar - - 205 comments

Reverting the standstill chaingun sprite to having 3 barrels on top
instead of two - would also be really nice.

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WAcrobat19
WAcrobat19 - - 85 comments

My excitement for this mod continues to grow and grow! Can't wait for the new future.

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CheezeCrostata
CheezeCrostata - - 356 comments

Please don't add Duke3D sprites to the default set-up. While I love Duke3D, I just can't take its sprites seriously in Doom.

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Sergeant_Mark_IV Author
Sergeant_Mark_IV - - 440 comments

It's an ultra-rare weapon. You wont find it in most playthroughs.

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PRinceBhai
PRinceBhai - - 500 comments

Plus you'd easily able to disable it by yourself if needed.

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SweetRamona
SweetRamona - - 5,114 comments

Great to see this is still being worked on! 😸

BTW I love that MIDI cover of Led Zeppelin's Kashmir used in the video.

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Guest
Guest - - 689,587 comments

Karasawa? Is that some kind of japanese sword?

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Guest
Guest - - 689,587 comments

Hey SgtMarkIV, what are your plans for Brutal Doom v22?

Are you planning weapon skins for the Brutal Doom options menu which include the V20 chainsaw, v18 and v20 rifles, v17, v20b and v21 test build shotguns, v17 and v21 test build super shotguns, v18, v19 test build and v20 miniguns, v19 test build, v20 rocket launchers (the one from the Brutal Doom v20 WIP - Water and Dust particles) and v21 ones, v20b plasma rifles and optional sounds for the weapons and others, and more work on the Map Enhancement System for all Doom levels in all Doom games, combat radio to call in marines for backup (like in Jay's Brutal Doom v20) and optional taunts and oneliners for Doomguy and Female players please?

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Xamp
Xamp - - 559 comments

"One of these things you can already notice in the dev diary is the Chaingun, which now looks and plays a lot more like the Vanilla version. This also gives the opportunity for the Machinegun to be rebalanced to have a faster rate of fire and higher spread."

But isn't the minigun supposed to be the fast firing and inaccurate gun, while the machine gun is slower yet more accurate?

It would match the roles you'd expect either of the two to play better if you swapped it the other way around.

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Sergeant_Mark_IV Author
Sergeant_Mark_IV - - 440 comments

The problem is that the minigun is too easy to find when its droped by chaingunners or placed in an early game map. This makes the game too easy.

The machinegun will take the role of a more advanced weapon firing at faster fire rate, but will require learning how to control its recoil.

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thecooldats40
thecooldats40 - - 171 comments

Can we jsut have an option to revert back the changes made to the enemy's sprites since i dont want it vanillia.

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PRinceBhai
PRinceBhai - - 500 comments

Someone will probably end up making an addon for that.

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Sergeant_Mark_IV Author
Sergeant_Mark_IV - - 440 comments

Thats too complicated to be reverted through an option, but somebody can always make an addon. I can leave the old sprites in a separate zip folder easily accessible in case somebody wants to try it.

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Anonymous_player
Anonymous_player - - 49 comments

Ah... more vanilla is better. Great move! Can You add Dark Claw from alpha?

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Sergeant_Mark_IV Author
Sergeant_Mark_IV - - 440 comments

I'm thinking about it, but I'm surely adding the Hell Bible.

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Anonymous_player
Anonymous_player - - 49 comments

Thank You. Dark Claw (like in Doom Delta) will be a great and interesting addition to mod like unmaker.

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ZVX
ZVX - - 82 comments

Nice!

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Loginrob97
Loginrob97 - - 23 comments

Is it possible to make a rip and tear berserker mod like in expansion? So that enemies can be executed by hitting them with both hands?
And is it possible to change the behavior of spiders so that they don't just stand and shoot non-stop?
This is of course my personal quibbles, but this is something that in my opinion needs to be changed.

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TheRenegadist
TheRenegadist - - 2,087 comments

Hey Sergeant, any plans to expand on the tactical portion of BD? I've been doing a Permadeath stream series trying to get through the entire game in Tactical Hard Realism and it would be cool to see more immersive features added. Nothing on the level of Hideous Destructor where you stand in place for ten minutes and cycle menus but maybe introducing item pickup animations, unloading gun animations to get their ammo, a bandage/bleeding system, slowing down sprint speeds, not being able to hip-fire when leaning without ironsights, hip-firing greatly decreasing accuracy. Things like that which expand upon the gameplay option.

If you check my Twitch channel of the same name I just did a stream of it last night if you wanted to see what I'm trying to go for. VOD will be up for only 15 days as per Twitch.

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Guest
Guest - - 689,587 comments

Hey SgtMarkIV, where does the plasma gun sound (which is from Brutal Doom v16) actually come from?

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Guest
Guest - - 689,587 comments

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